HP + 5: D. 5 HP is pretty much nothing, and Fighter is already the class known for it's HP, so it's not really doing much. I'd say it's easily worse than DEF/RES +2, if you're hit 3 times it becomes less useful.

Zeal: C. 5 crit may be minuscule, but crit is crit, and every little bit can count. Is it a good skill? No. But is it the worst of the worst? Not really.---~RMK~[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ ||||||||||||||||||||||||| ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]

That early HP is nice and helps those who start with it (Vaike comes to mind) but it's not something you want later on.

Zeal, 5% critical isn't going to make or break you, sure you might land a lucky crit, but its not something you should depend on really. Helps if you are already stacking crit though, as a stand alone its not that good.

Also can we nominate a skill we already did in a previous chapter? If so, I nominate Sol again.---LoL NA: LurkerkillerSC2 NA: Lurkerkiller.301

+5 HP isn't enough for anything. You never usually put your units within 5 HP of dying anyways.

+5 Crit on the other hand is marginally useful. Say you have 0% Crit. That's useless. Even 1% Crit is infinitely better than 0%, but this just gave you 5%. It's not much... but it's better than nothing. If Gamble/Focus didn't exist, I'd probably rate it higher.---It's like my Rattata is in the top percentage of Rattatas.